Merge remote-tracking branch 'origin/master'
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				| @ -36,7 +36,12 @@ private: | ||||
|  	* @brief the MinGL window in which the game will be drawn into | ||||
|  	*/ | ||||
| 	MinGL window; | ||||
| 	 | ||||
| 
 | ||||
| 	/*!
 | ||||
| 	* @brief Harcoded window size | ||||
| 	*/ | ||||
| 	const Position winSize{1280,720}; | ||||
| 
 | ||||
| 	/*!
 | ||||
|  	* @brief PixelManager : Class that contains and draws all the data that will be drawn on screen | ||||
| 	 * This is a pointer because the object is allocated at runtime, following the configuration | ||||
|  | ||||
| @ -15,7 +15,7 @@ | ||||
| #include "playMode.h" | ||||
| #include "goodPixelManager.h" | ||||
| 
 | ||||
| #define WININIT window("SUPER Space Invader : Turbo Apocalypse DX - VS GOD", Position(1280, 720), Position(128, 128), nsGraphics::KBlack) | ||||
| #define WININIT window("SUPER Space Invader : Turbo Apocalypse DX - VS GOD", Position(1280, 720) /*for some reason I can't use the winSize member here*/, Position(128, 128), nsGraphics::KBlack) | ||||
| 
 | ||||
| Game::Game() : WININIT { | ||||
| 
 | ||||
| @ -128,6 +128,9 @@ WinValue Game::enterGameLoop(){ // returns when game is finished | ||||
| 			fpsStartTime = startTime; | ||||
| 		} | ||||
| 
 | ||||
| 		// force window size
 | ||||
| 		if(window.getWindowSize()!=winSize)window.setWindowSize(winSize); | ||||
| 
 | ||||
| 		pm->startFrame(); | ||||
| 
 | ||||
| 		managePlayers(); | ||||
|  | ||||
| @ -105,10 +105,10 @@ bool Game::manageInvaders(){ | ||||
| void Game::remCollidingProjectiles(){ | ||||
| 
 | ||||
| 	auto miss = missiles.begin(); | ||||
| 	auto tor = torpedos.begin(); | ||||
| 
 | ||||
| 	while(miss != missiles.end()){ | ||||
| 		bool wasColliding = false; | ||||
| 		auto tor = torpedos.begin(); | ||||
| 		while(tor != torpedos.end()){ | ||||
| 
 | ||||
| 			// missiles can't be right under torpedos, so that must means they are colliding in Y
 | ||||
|  | ||||
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